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Inside the Famicom | 05: Managing Pixels 

What's Ken Making
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In this video, we're continuing on with the discussion around the Famicom's graphics subsystem. Building on top of what I covered in episode 4, we'll go deeper into how Nintendo uses its video RAM chip and learn how it overcomes its 2KB memory limitation to manage the graphics.

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29 сен 2024

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Комментарии : 9   
@ScottCoconut
@ScottCoconut 2 дня назад
Thanks so much for posting. Beautifully put together.
@docwhogr
@docwhogr 2 дня назад
great video!
@leandrormor
@leandrormor 2 дня назад
Unbelievable content right here, thanks I've been learning this machine down to its hardware but you produced content that I'm still learning 🎉 thank you so much
@whatskenmaking
@whatskenmaking 2 дня назад
Nice! I'm glad I was able to shed some light on some additional things!
@anon_y_mousse
@anon_y_mousse 12 часов назад
It still amazes me how they did things with computers back then. They managed to fit so much in so little space and now we just throw gigs of RAM and GHz chips at everything.
@gluttonousmaximus9048
@gluttonousmaximus9048 День назад
I'm still curious how the PPU handles scrolling in the video signal output perspective. Most of the demos and wikis show that in memory management perspective.
@rubberduck4966
@rubberduck4966 Час назад
Ein neues tolles Video meines Lieblingserklärbären.
@jinchoung
@jinchoung День назад
aww wut? we totally needed to see you change the bridge on an H cartridge to a V! how would that run when you stuck that into a nes?!?
@HerrBerzerk
@HerrBerzerk 18 часов назад
Great Episode!